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RULES - Arcane Wonders · 2019. 3. 26. · A Mage has . Priority immediately before or after any friendly creature activation when it is their turn. This is any time a Mage could

Jan 22, 2021

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Page 1: RULES - Arcane Wonders · 2019. 3. 26. · A Mage has . Priority immediately before or after any friendly creature activation when it is their turn. This is any time a Mage could

RULES

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Page 2: RULES - Arcane Wonders · 2019. 3. 26. · A Mage has . Priority immediately before or after any friendly creature activation when it is their turn. This is any time a Mage could

INTRODUCTIONWelcome to the Mage Wars® Academy: Druid Expansion! This introduces a wild array of new spells to your Mage Wars® Academy duels. It also introduces a brand new Mage, the Druid! So, whether you employ plants and potions or simply expand the repertoire of your existing Mages, this expansion will let nature run wild!

CONTENTS

DRUIDThe Druid has long upheld the ancient traditions of his people. These hallowed practices have granted him mastery over plants and potions. The Druid defends the forests of his homeland from all who trespass.

AttributesThe Druid has 7 Channeling, 23 Life, and 2 Starting Mana. His Subclass is Johktari.

TrainingThrough rituals and tradition the Druid has been trained in the Nature school, as well as level 1 of the Water school. Because of these ancient traditions, spells from the Fire and War schools cost triple spellpoints, even if Novice.

HerbalistThe Druid has intimate knowledge of plant life. This allows him to create more potent potions than other Mages. Once per round, when you cast a potion, you may pay 1 mana to place 1 addit ional charge token on it.

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Page 3: RULES - Arcane Wonders · 2019. 3. 26. · A Mage has . Priority immediately before or after any friendly creature activation when it is their turn. This is any time a Mage could

NEW SPELL TYPE

ConjurationsConjurations are structures that Mages can create. They can be attacked just like Creatures, but they do not get their own Action Phase. Unless noted, Conjurations are Nonliving. You may not cast another Conjuration of the same name as one you currently control.

CODEX

CorrodeCorrode is an acid condition which wears away armor. For each Corrode condition marker on a creature or conjuration, it receives Armor -1. Objects can never have Corrode markers on them which would reduce their armor to below zero (any extra markers are immediately destroyed). If an object would receive Corrode condition markers that would reduce its armor to less than zero, instead it receives only enough Corrode markers to reduce its armor to zero, and takes one point of direct acid damage for each excess marker. Corrode has no effect on Incorporeal objects. The marker has a removal cost of 2.

FlyingThis creature cannot be attacked by melee attacks from non-flying creatures. When it melee attacks a non-flying creature, it loses and cannot gain flying for the duration of the attack. Flying creatures ignore guards when attacking other flying creatures. If this creature guards, it loses and cannot gain flying while it has a guard marker.

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RECOMMENDED SPELL LISTNAME QUANTITY

Blow Gun 1Living Armor 1Cleansing Potion 1Corrosive Concoction 2Rage Tonic 2Alluring Orchid 2Healing Tree 1Mana Lotus 1Meredia’s Shrine 1Corpsebloom 1Jungle Defender 1Killer Bees 1Lashing Liana 2Silverclaw Ratel 1Swamp Lurker 1Wychwood Rat 2Overgrowth 2Reclamation 1Crumble 1Disperse 1Acid Blast 2Spray of Barbs 2

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Page 5: RULES - Arcane Wonders · 2019. 3. 26. · A Mage has . Priority immediately before or after any friendly creature activation when it is their turn. This is any time a Mage could

PriorityA Mage has Priority immediately before or after any friendly creature activation when it is their turn. This is any t ime a Mage could use their Quickcast Action. Any number of available Priority effects (as well as a Quickcast Action) may occur during the same turn.

RotThis is a poison condition. This object receives 1 direct damage during the Upkeep Phase each round. Rot has a removal cost of 2.

RootedRooted creatures lose and cannot gain the Flying trait.

SwarmThis creature is made up of countless smaller creatures. Creatures with the Swarm trait cannot guard and cannot be targeted or affected by non-attack spells that do not specifically target Swarm Creatures. When attacking, Creatures with the Swarm trait may make additional strikes equal to their remaining health. Additionally, they are immune to conditions, and have the Finite Life trait. Non-zone attacks do a maximum of 1 damage to them.

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Page 6: RULES - Arcane Wonders · 2019. 3. 26. · A Mage has . Priority immediately before or after any friendly creature activation when it is their turn. This is any time a Mage could

©2018 Arcane Wonders®, all rights reserved. No part of this product may be reproduced without specific permission from the publisher. Mage Wars® is a

registered trademark of Arcane Wonders®. Not suitable for children under 36 months of age due to small parts. Made in China.

www.MAgewars.com

2 players 14+ 30 minutes

RULES

Mage Wars® Academy created and designed by Bryan Pope.Set Designer: Matthew Burch

Set Development: Aaron Brosman

Rules: Aaron Brosman

Art Director: John Guytan

Graphic Design: Kris Aubin

Production Manager: John Rogers

Design Consultants: Ivan Ray Kidd III, Justin Lowe, Tim McCurry, Kyle A Sharkey, Stephen Walters

Proofreading: James Tolbert, Dylan McInnis, Scott Penney, Laura Fischer

Playtesters: Jonathan Challis, Stephane Honnorat, Kyle King, Jan Kriz, Gerd Langhof, Dylan McInnis, Matt McInnis, Rob Murray, Scott Penney, M.C. Sexson, Raymond M Slover Jr., Tobias Zolles

CREDITS

DruidRules.indd 2 2018-05-04 9:42 AM